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#11915523 Jan 02, 2016 at 11:33 PM · Edited 1 minute ago
76 Posts

HP | Damage Roll(s):

Hp: 55
Damage: 1d32+8, crit 24-32 +5
Healing: 1d32+7, crit 24-32+5

Diplomatic Roll:

Character Stats:
Combatant +3
+3 damage
Resourceful [Passive]: Grants an additional use to every class ability. (Does not apply to Prestige Class abilities).
Support +2
+2 healing

Race: Sin’dorei
  • Swift - Increases your character’s walk and sprint by +5ft.
  • Arcanic Affinity - You have a +4 to Arcane based challenge checks.

Background: Soldier
  • Impervious - When your character has 75% or higher HP, CC checks against you have a -2 threshold.
  • Endurance - Whenever your character’s wound roll lands on 'no wound' you may return to battle with 1hp. (Only one success per event)

  • Adventurer (Raid) - Allows the player to reroll an initiative roll once per event. They will keep the second of the two rolls.
  • Athletic (Raid) - Allows your character to reroll a failed sprint check. (Only one success per event)
  • Versatile (Raid) - Your character may choose one ability from another base class.
  • Night Vision (Raid) - Whenever your character is in an encounter where fog of war is present, their vision is increased by +2 and they gain +10 to perception.
  • Immunity (Raid) - When targeted by Damage Over Time abilities, roll 1d3 to prevent the DOT from applying to your character. A roll of 1 is considered to be successful.
  • Unbroken (RBG) - Your character may rerolled any failed physical challenge rolls. (One success per event).
  • Protector (RBG) - Your character is no longer has their movement hindered when carrying another player in a battlefield.
  • Iron command (1800 3s) - You may attempt to rally a routing allied unit by rolling 1d20>8 within 20ft of them to restore order in their ranks. This is a minor action.
  • Touched by Shadow - Your character has a +4 to shadow based challenge checks.
  • Brave - Decreases the required threshold to pass a fear CC check by -2.
  • Expert - Your character may choose to reroll any failed non-diplomacy challenge rolls during an event.(Can only be used once per event)
  • Stern - Increases your character’s intimidation rolls by +2.
  • Undead - Decreases your character’s wound rolls by -3.

  • Crass (I) - Your character have a -4 to etiquette challenge checks.
  • Plain - (Negates Beautiful) Your character has a -3 to charm and seduction social challenge rolls.
  • Shy (I) - Your character's social challenge rolls have a +2 threshold.
  • Stubborn (II) - At the start of diplomacy, you must pick a single type of social challenge rolls. You can only use that type of social challenge rolls for the remainder of the event.
  • Weakness to Light (II) - Your character cannot pass Light based challenge checks.
  • Weakness to Decay (II) - (Negates Speaker of the Dead) Your character cannot pass decay magic challenge checks.

Spell-Barrier[1]: Add a spell barrier to self that absorbs 15 damage. Spell-Barrier lasts until it is broken. Can be used as an instant.
Range: Self

Offensive Spells(Spell)D: 1d32+8: crit on 24-32+5
Range: 40
Channeling: A player may choose to channel a turn instead of casting an Offensive Spell or magical class ability, increasing the number of dice rolled for that ability by +1. Channeled Offensive Spells deal full damage to fortified.

Healing Spell: H: 1d32+7: crit on 24-32 +5
Range: 40
Spell-Weaving: Whenever you crit on a heal, you may choose another target within 10ft and heal them for half of your total healing done.

Jai’Belore, Shaft of Sunlight: Mystic Item

[Reach: +5ft range to basic attacks/healing and abilities]
[+1 to Mod damage/healing on basic attacks and abilities]
[+2 to Max damage/healing on basic attacks and abilities]

Class: Priest

Movement and Range:

Range: Melee/ 45ft
Movement: Walk 35ft/Run 55ft

Class Abilities:
Aura of Protection[2]: The paladin gains a shield of protection to halve the damage to a single allied unit or self for one turn. Can be used as an instant.
Range: 15ft

Saving Grace[2]: The priest attempts to save an allied player/character by pulling them to their location with light magic within 15ft.
Action Type: Instant
Range: 15ft

Crystalized Umbra[2]: The priest gathers a formidable current of shadowy magic into a sharp shadowy spear and fires it forward in a Beam Template dealing 2d20+12(11) damage to each target within the template. This beam will also heal allied targets for the amount rolled.
Range: Self

Prestige Class: Ascendant

Bonus: +5 max and +2 mod damage. Increases Seduction and Intimidation rolls by +1.

Bonus Skills:
Possession [1]: The Ascendant is one who has calculated the exact means necessary to exert their will over their enemy, though it demands such strain that should only be used in the most dire of circumstances.The Ascendent will control the mind of a non-boss enemy unit and that target will move and act on the Ascendent’s turn. Each turn the Ascendent must roll 1d20>8 to maintain control of the enemy target. Should they fail the challenge roll to maintain control, the target will die.
Action Type: Major
Range: 35ft

Shadow Orbs [Passive]: The Ascendant manifests the power of the void into shadow orbs. They must roll 1d3 every turn to determine how many orbs are available to use. Then, based upon the amount of orbs summoned will determine how many times the Ascendant can use their regular attack or heal on their chosen target.
Range: Self

Alchemist Bag and Soldier Pack:
Potions/Poisons (2 slots):

Bandage/Oil (2 slots):

Veteran Traits:
Demon Slayer- Adds the trait of Versatile, which allows players to pick a skill from another class. Awarded to the Sunguard raid team for clearing Hellfire Citadel.
Act IV Veteran- +1 Commander Point (Earned for participating in Act IV: The Winter of Woe).
Adventurer- The player may choose to reroll an initiative roll once per event. They will keep the second of the two rolls.
Athletic- The player may reroll a failed sprint roll once per event.
Night Hunter - Night vision trait
Bloodborne- Immunity trait


HP | Damage Roll(s):

Hp: 115
Damage: 1d55+25 (flanking charge 1d80+25)
Healing: 1d55+15

Numisa Corvus, the Crow's Medal: Mystical Item
[+10 to Max damage]
[+5 to Mod damage]
[+10 to March and Forced March distance]




Troop Choice:
Dawnmender Guardians

Troop Abilities:
Note: Dawnmender Guardians may heal for a turn instead of doing a direct melee attack.

When attacking, Dawnmender Guardians only deal half the damage of their roll and then may choose to heal an allied target/sef for the full amount of their roll.

Movement and Range:
Range: Melee/ 35ft
Movement: March: 80ft Forced March: 100ft

Commander Points: 6

Final Sacrament[1]
Cost: 2 Commander Points
Bonus: The Dawnmender may select an allied target or self and for 1 turn, all damage dealt to that target will heal them instead. May be used as an instant.
The last rites are the most important.

Desperate Intervention[Passive]
Cost: 1 Commander Point
Bonus: Dawnmender Guardians may choose to heal two targets in their turn instead of one. Healing done between the targets are spread equally.
“Heroic deeds bring out the best of us all.”

Blacksun Wrath
Cost: 1 Commander Point
Bonus: Dawnmender Guardians can now mount Blacksun Coursers and gain the ability to use flanking charge on enemy targets and also gains penetrating assault. This increases their max March/Forced March range by 25ft. (+25max if attacking from the side/back)
“There is a reason why the Blacksun Gate has never fallen and it has nothing to do with its towering walls.”

Venerated Cleric
Cost: 1 Commander Point
Bonus: +5 to max and mod damage/healing. When healing an allied unit, roll 1d2 to give the that unit a Fearless buff, making it giving it the ability to automatically pass a single fear test for the next turn.
“Any soldier can become fearless when they have the support of a powerful healer at their back.”

Nightweaver Adherent
Cost: 1 Commander Point
Unlocked: Nightfallen Resistance- The Edge of Night Campaign
Bonus: +5 to max and mod damage/healing. Grants the ability Arcanic Barrier[1]: For one turn, all healing onto a target will be added as a spellshield with a max of 50hp per unit. Minor action.
The healers of the Nightwell use its powers to weave wounds together just as they use its power to destroy.

Campaign points (Account wide)
Act 4: 5 (2+2+1)
Legion: 6 (2+2+2)
RBGs (07 May 18): 2
Rank Dawnward: 5
120s in guild: 3
Raid (Uldir): 1+1(story)
Spent: 17 (Lirelle PC, Sen PC, Syerena PC, Commander, stat change)
Current: 12
Crafting: Fortified Essence x18, Heroic Essence x0, Mystic Essence x7
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